TTT Map Crashes When a New Round Starts or Executing TTT_RoundRestart
4 replies, posted
When starting up my TTT listen server and choosing my map, players are able to join the server and walk around with no issues prior before the round begins.
[B]Problem:[/B]
When the number of players OR bots exceeds two, upon executing the command "ttt_roundrestart" in the console OR allowing the round to end, upon a new round beginning, the server will crash and generate a .dump file.
[B]What I have done:[/B]
1. I have tried to load the .vmf in "mapanalyst" to check for any possible reading errors and noticed it generated an error and noted the line where the error persisted. I checked the .vmf and found it was with regards to a number of game_text entities that were missing the "[B]\n[/B]" syntax required for creating a break and producing a second line.
Evidence, from the valve dev wiki:
[CODE]Message Text <string>
Message to display onscreen. \n signifies a new line in the text.
Bug:Hammer will automatically change \n to /n. The only known workaround is to edit the vmf in notepad.
[/CODE]
2. Another suspicion I have was on the number of physics props in my map. I have relied heavily on the use of prop_static props to detail my map. Such uses include:
grass, fences and trees. The number of prop_physics_multiplayer entities is relatively low.
I would greatly appreciate any assistance or direction with respect to this issue. I have spent a great deal of time and effort into this project and would be devastated to see it fail.
If you wish to reach me on steam, please do so at [URL="http://www.steamcommunity.com/id/streammapping"]www.steamcommunity.com/id/streammapping[/URL]
Provided Below are the Map Compile Log of the .VMF as well as the Dump File Log of the .DUMP file generated when HL2 Crashed.
[U][B]Compile Log for Map[/B][/U]
[CODE]
materialPath: z:\steam\steamapps\xxxxxx\garrysmod\garrysmod\materials
Loading Z:\Steam\steamapps\xxxxxx\sourcesdk_content\Now Testing\Prep Final\ttt_projectsuburb_prep2.vmf
Can't find surfaceprop asphalt for material REALWORLDTEXTURES/NEWER/1/ASPHALT_1_06, using default
Can't find surfaceprop sheetrock for material WALLPAPER/YELLOW02, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in z:\steam\steamapps\xxxxxx\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/ttt_projectsuburb_prep2/suburb_skybox/sub_skybox_wvt_patch
Patching WVT material: maps/ttt_projectsuburb_prep2/nature/blendrockdirt006b_lowfrict_wvt_patch
Patching WVT material: maps/ttt_projectsuburb_prep2/de_tides/blendgrassstonepath_wvt_patch
Patching WVT material: maps/ttt_projectsuburb_prep2/pk02/pk02_rock01_ground01_blend_wvt_patch
Patching WVT material: maps/ttt_projectsuburb_prep2/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (-262, -1857, 155)
env_cubemap pointing at deleted brushside near (-262, -1857, 155)
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
env_cubemap pointing at deleted brushside near (-200, -2487, 155)
env_cubemap pointing at deleted brushside near (-200, -2487, 155)
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 4648 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing Z:\Steam\steamapps\xxxxxx\sourcesdk_content\Now Testing\Prep Final\ttt_projectsuburb_prep2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/mpa02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/mpa02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (12705889 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 13221 texinfos to 8832
Reduced 890 texdatas to 784 (53742 bytes to 48587)
Writing Z:\Steam\steamapps\xxxxxx\sourcesdk_content\Now Testing\Prep Final\ttt_projectsuburb_prep2.bsp
13 seconds elapsed
================== VVIS ==================
4 threads
reading z:\steam\steamapps\xxxxxx\sourcesdk_content\now testing\prep final\ttt_projectsuburb_prep2.bsp
reading z:\steam\steamapps\xxxxxx\sourcesdk_content\now testing\prep final\ttt_projectsuburb_prep2.prt
5812 portalclusters
16691 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 1716848 visible clusters (8.52%)
Total clusters visible: 20146350
Average clusters visible: 3466
Building PAS...
Average clusters audible: 4937
visdatasize:7393995 compressed from 8462272
writing z:\steam\steamapps\xxxxxx\sourcesdk_content\now testing\prep final\ttt_projectsuburb_prep2.bsp
11 seconds elapsed
================== VRAD ==================
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading z:\steam\steamapps\xxxxxx\sourcesdk_content\now testing\prep final\ttt_projectsuburb_prep2.bsp
Loaded alpha texture materials\models\props_foliage\ah_foliage_sheet001.vtf
Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf
Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf
25156 faces
6 degenerate faces
8045117 square feet [1158496896.00 square inches]
816 Displacements
2856406 Square Feet [411322464.00 Square Inches]
25150 patches before subdivision
332876 patches after subdivision
306 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 17534673, max 970
transfer lists: 133.8 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1042608, 1013991, 786989)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(227542, 218453, 149234)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(58767, 46879, 27719)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(20260, 13398, 7073)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(7152, 3644, 1732)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2748, 1074, 470)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1093, 319, 131)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(451, 99, 39)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(191, 31, 12)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(82, 10, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(36, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(16, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(7, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(3, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1399 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 2 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 380/1024 18240/49152 (37.1%)
brushes 7422/8192 89064/98304 (90.6%) VERY FULL!
brushsides 53346/65536 426768/524288 (81.4%) VERY FULL!
planes 25768/65536 515360/1310720 (39.3%)
vertexes 50406/65536 604872/786432 (76.9%)
nodes 14282/65536 457024/2097152 (21.8%)
texinfos 8832/12288 635904/884736 (71.9%)
texdata 784/2048 25088/65536 (38.3%)
dispinfos 816/0 143616/0 ( 0.0%)
disp_verts 57160/0 1143200/0 ( 0.0%)
disp_tris 89184/0 178368/0 ( 0.0%)
disp_lmsamples 6873513/0 6873513/0 ( 0.0%)
faces 25156/65536 1408736/3670016 (38.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 19114/65536 1070384/3670016 (29.2%)
leaves 14663/65536 469216/2097152 (22.4%)
leaffaces 34669/65536 69338/131072 (52.9%)
leafbrushes 21047/65536 42094/131072 (32.1%)
areas 19/256 152/2048 ( 7.4%)
surfedges 177253/512000 709012/2048000 (34.6%)
edges 125062/256000 500248/1024000 (48.9%)
LDR worldlights 306/8192 26928/720896 ( 3.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 355/1024 5680/16384 (34.7%)
overlays 14/512 4928/180224 ( 2.7%)
LDR lightdata [variable] 29731900/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 7393995/16777216 (44.1%)
entdata [variable] 653357/393216 (166.2%) VERY FULL!
LDR ambient table 14663/65536 58652/262144 (22.4%)
HDR ambient table 14663/65536 58652/262144 (22.4%)
LDR leaf ambient 53589/65536 1500492/1835008 (81.8%) VERY FULL!
HDR leaf ambient 14663/65536 410564/1835008 (22.4%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/113430 ( 0.0%)
pakfile [variable] 35789877/0 ( 0.0%)
physics [variable] 12705889/4194304 (302.9%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 1
Total triangle count: 50393
Writing z:\steam\steamapps\xxxxxx\sourcesdk_content\now testing\prep final\ttt_projectsuburb_prep2.bsp
6 minutes, 47 seconds elapsed[/CODE]
[U][B]Dump File Analysis Log
[/B][/U][CODE]Crash Dump Analysis provided by OSR Open Systems Resources, Inc. ([URL]http://www.osr.com[/URL])
Online Crash Dump Analysis Service
See [URL]http://www.osronline.com[/URL] for more information
Windows 7 Version 7601 (Service Pack 1) MP (4 procs) Free x86 compatible
Product: WinNt, suite: SingleUserTS
kernel32.dll version: 6.1.7601.17651 (win7sp1_gdr.110715-1504)
Machine Name:
Debug session time: Sat Jun 23 19:00:09.000 2012 (UTC - 4:00)
System Uptime: not available
Process Uptime: 0 days 0:14:43.000
Kernel time: 0 days 0:00:58.000
User time: 0 days 0:24:03.000
TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\oca.ini, error 2
TRIAGER: Could not open triage file : e:\dump_analysis\program\winxp\triage.ini, error 2
TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\user.ini, error 2
*******************************************************************************
* *
* Exception Analysis *
* *
*******************************************************************************
*** WARNING: Unable to verify timestamp for datacache.dll
*** ERROR: Module load completed but symbols could not be loaded for datacache.dll
TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\guids.ini, error 2
Unable to load image Z:\Steam\crashhandler.dll, Win32 error 0n2
*** WARNING: Unable to verify timestamp for crashhandler.dll
*** ERROR: Module load completed but symbols could not be loaded for crashhandler.dll
*** WARNING: Unable to verify timestamp for Steam.dll
*** ERROR: Module load completed but symbols could not be loaded for Steam.dll
Unable to load image z:\Steam\steamapps\xxxxxx\garrysmod\bin\vstdlib.dll, Win32 error 0n2
*** WARNING: Unable to verify timestamp for vstdlib.dll
*** ERROR: Module load completed but symbols could not be loaded for vstdlib.dll
*** WARNING: Unable to verify timestamp for tier0.dll
*** ERROR: Module load completed but symbols could not be loaded for tier0.dll
*** WARNING: Unable to verify timestamp for engine.dll
*** ERROR: Module load completed but symbols could not be loaded for engine.dll
*** WARNING: Unable to verify timestamp for nvd3dum.dll
*** ERROR: Module load completed but symbols could not be loaded for nvd3dum.dll
*** WARNING: Unable to verify timestamp for client.dll
*** ERROR: Module load completed but symbols could not be loaded for client.dll
*** WARNING: Unable to verify timestamp for libcef.dll
*** ERROR: Module load completed but symbols could not be loaded for libcef.dll
Unable to load image Z:\Steam\tier0_s.dll, Win32 error 0n2
*** WARNING: Unable to verify timestamp for tier0_s.dll
*** ERROR: Module load completed but symbols could not be loaded for tier0_s.dll
*** WARNING: Unable to verify timestamp for steamclient.dll
*** ERROR: Module load completed but symbols could not be loaded for steamclient.dll
TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\modclass.ini, error 2
FAULTING_IP:
server+1e93d7
649d93d7 8b11 mov edx,dword ptr [ecx]
EXCEPTION_RECORD: ffffffff -- (.exr 0xffffffffffffffff)
ExceptionAddress: 649d93d7 (server+0x001e93d7)
ExceptionCode: c0000005 (Access violation)
ExceptionFlags: 00000000
NumberParameters: 2
Parameter[0]: 00000000
Parameter[1]: 00000000
Attempt to read from address 00000000
DEFAULT_BUCKET_ID: NULL_POINTER_READ
PROCESS_NAME: hl2.exe
ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".
EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".
EXCEPTION_PARAMETER1: 00000000
EXCEPTION_PARAMETER2: 00000000
READ_ADDRESS: 00000000
FOLLOWUP_IP:
server+1e93d7
649d93d7 8b11 mov edx,dword ptr [ecx]
FAULTING_THREAD: 000022b4
PRIMARY_PROBLEM_CLASS: NULL_POINTER_READ
BUGCHECK_STR: APPLICATION_FAULT_NULL_POINTER_READ
LAST_CONTROL_TRANSFER: from 649da305 to 649d93d7
STACK_TEXT:
WARNING: Stack unwind information not available. Following frames may be wrong.
0038cdd8 649da305 6b485058 6497a861 42cb9f48 server+0x1e93d7
0038cddc 6b485058 6497a861 42cb9f48 466ad1f8 server+0x1ea305
0038cde0 6497a861 42cb9f48 466ad1f8 000006e7 datacache+0x35058
0038cde4 42cb9f48 466ad1f8 000006e7 00000000 server+0x18a861
0038cde8 466ad1f8 000006e7 00000000 0d77c200 0x42cb9f48
0038cdec 00000000 00000000 0d77c200 000006e8 0x466ad1f8
STACK_COMMAND: ~0s; .ecxr ; kb
SYMBOL_STACK_INDEX: 0
SYMBOL_NAME: server+1e93d7
FOLLOWUP_NAME: MachineOwner
MODULE_NAME: server
IMAGE_NAME: server.dll
DEBUG_FLR_IMAGE_TIMESTAMP: 4f9567dc
FAILURE_BUCKET_ID: NULL_POINTER_READ_c0000005_server.dll!Unknown
BUCKET_ID: APPLICATION_FAULT_NULL_POINTER_READ_server+1e93d7
WATSON_STAGEONE_URL: [URL]http://watson.microsoft.com/StageOne/hl2_exe/0_0_0_0/4fd10b64/server_dll/0_0_0_0/4f9567dc/c0000005/001e93d7.htm?Retriage=1[/URL]
Followup: MachineOwner[/CODE]
Thanks.
physics [variable] 12705889/4194304 (302.9%)
That's too high i believe. Reduce the amount of prop_physics.
[QUOTE=IronPhoenix;36469961]physics [variable] 12705889/4194304 (302.9%)
That's too high i believe. Reduce the amount of prop_physics.[/QUOTE]
The entdata too...
[QUOTE=paulisdead18;36473853]The entdata too...[/QUOTE]
I thought 300% was the up to date max for the percentages.
I highly doubt the entdata has any effect on the issue. Within my map, I have relied heavily on prop_static props for detailing. I'm also running textureshadows as well as static poly shadows.
Could this possibly be categorized under "Physics"?
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